Secret Lesson 35
Level Advancement and Experience Points
Your character is now ready to adventure.
But a character doesn't remain at the same level forever.
As adventures continue, the character gains:
EXPERIENCE POINTS
usually abbreviated:
XP
When enough XP has been accumulated, the character becomes more capable.
This advancement is called:
GAINING A LEVEL
The SRD supports characters from:
LEVEL 1
all the way to:
LEVEL 20
and provides exact XP thresholds and Proficiency Bonus progression for every level.
PART ONE — EXPERIENCE POINTS
Experience Points represent:
CHARACTER ADVANCEMENT THROUGH ADVENTURE
The SRD explains that while going on adventures, your character gains experience represented by:
XP
When your total reaches the required threshold:
YOU ADVANCE IN LEVEL
XP IS CUMULATIVE
The Character Advancement table gives:
TOTAL XP REQUIRED
to reach each level.
For example:
Level 2 requires:
300 XP
Level 3 requires:
900 XP
This means you don't normally spend the 300 XP when reaching level 2 and then begin again from zero.
Instead, your total continues upward until it reaches:
900 XP
for level 3.
EXAMPLE
Current XP:
250
You gain:
100 XP
New total:
350 XP
The level 2 threshold is:
300
Because your XP now equals or exceeds that threshold:
YOU REACH LEVEL 2
COMPLETE CHARACTER ADVANCEMENT TABLE
| Level | Total XP Required | Proficiency Bonus |
|---|---|---|
| 1 | 0 | +2 |
| 2 | 300 | +2 |
| 3 | 900 | +2 |
| 4 | 2,700 | +2 |
| 5 | 6,500 | +3 |
| 6 | 14,000 | +3 |
| 7 | 23,000 | +3 |
| 8 | 34,000 | +3 |
| 9 | 48,000 | +4 |
| 10 | 64,000 | +4 |
| 11 | 85,000 | +4 |
| 12 | 100,000 | +4 |
| 13 | 120,000 | +5 |
| 14 | 140,000 | +5 |
| 15 | 165,000 | +5 |
| 16 | 195,000 | +5 |
| 17 | 225,000 | +6 |
| 18 | 265,000 | +6 |
| 19 | 305,000 | +6 |
| 20 | 355,000 | +6 |
LEVEL 1
A normal level 1 character begins at:
0 XP
Proficiency Bonus:
+2
LEVEL 2
Requires:
300 XP
PB remains:
+2
LEVEL 3
Requires:
900 XP
PB:
+2
This is also an important character-development level because Classes normally have access to their Subclass progression by this stage.
LEVEL 4
Requires:
2,700 XP
PB:
+2
LEVEL 5
Requires:
6,500 XP
This is the first level at which the Character Advancement table increases your Proficiency Bonus:
+2 → +3
LEVELS 5–8
Proficiency Bonus remains:
+3
Levels:
-
5
-
6
-
7
-
8
LEVEL 9
At:
48,000 XP
Proficiency Bonus becomes:
+4
LEVELS 9–12
PB:
+4
LEVEL 13
At:
120,000 XP
PB becomes:
+5
LEVELS 13–16
PB:
+5
LEVEL 17
At:
225,000 XP
PB becomes:
+6
LEVELS 17–20
PB remains:
+6
PROFICIENCY BONUS PROGRESSION
A useful way to remember the normal character progression is:
| Character Levels | PB |
|---|---|
| 1–4 | +2 |
| 5–8 | +3 |
| 9–12 | +4 |
| 13–16 | +5 |
| 17–20 | +6 |
PROFICIENCY BONUS DOES NOT INCREASE EVERY LEVEL
This is important.
Going from:
LEVEL 2 TO LEVEL 3
doesn't increase PB.
Nor does:
LEVEL 5 TO LEVEL 6
Instead, PB increases only at specific level thresholds.
WHY A PB INCREASE MATTERS
Proficiency Bonus appears in many character statistics.
When PB increases, the SRD tells you to increase:
ALL NUMBERS ON YOUR CHARACTER SHEET THAT INCLUDE YOUR PROFICIENCY BONUS
That can affect things such as:
-
proficient Saving Throws
-
proficient Skills
-
weapon Attack Bonuses
-
Spell Attack Bonuses
-
Spell Save DCs
-
Expertise
-
some Class Features
-
some Species Traits
-
other features that explicitly use PB
EXAMPLE — LEVEL 4 TO LEVEL 5
Before:
PB:
+2
Strength Modifier:
+3
Proficient melee attack:
+5
After reaching level 5:
PB:
+3
The same attack becomes:
+6
without changing Strength.
SPELL SAVE DC EXAMPLE
Spellcasting Ability Modifier:
+4
At level 4:
PB:
+2
Spell Save DC:
8 +4 +2:
14
At level 5:
PB:
+3
Spell Save DC:
8 +4 +3:
15
One PB increase can therefore update many different statistics simultaneously.
PART TWO — GAINING A LEVEL
When your character gains a level, the SRD gives:
FIVE STEPS
They are:
1. CHOOSE A CLASS
2. ADJUST HIT POINTS AND HIT POINT DICE
3. RECORD NEW CLASS FEATURES
4. ADJUST PROFICIENCY BONUS
5. ADJUST ABILITY MODIFIERS
Let's examine each one.
STEP 1 — CHOOSE A CLASS
Most characters gain their new level in:
THE SAME CLASS
For example:
Level 3 Fighter →
LEVEL 4 FIGHTER
But the SRD also allows you to choose a different Class using:
MULTICLASSING
The complete Multiclassing system belongs to:
LESSON 37
CHARACTER LEVEL VS. CLASS LEVEL
This distinction becomes important when multiclassing.
A character might eventually be:
CHARACTER LEVEL 8
but have:
FIGHTER 5 / ROGUE 3
The total character level is 8.
But individual Class Features depend on the levels held in each Class.
We will develop this completely in Lesson 37.
STEP 2 — GAIN A HIT DIE
Each time you gain a level:
YOU GAIN ONE ADDITIONAL HIT DIE
The die type comes from the Class in which you gained the level.
EXAMPLE
Level 1 Fighter:
1D10 HIT DIE
After becoming Fighter 2:
2D10 HIT DICE
At Fighter 3:
3D10 HIT DICE
HIT DICE GROW WITH LEVEL
For a single-Class character, the number of Hit Dice normally matches:
CHARACTER LEVEL
because one additional Hit Die is gained each level.
INCREASING HIT POINT MAXIMUM
When you gain a level, you also increase your:
HIT POINT MAXIMUM
The SRD gives you two methods.
METHOD A — ROLL
Roll your new:
HIT DIE
Then add:
CONSTITUTION MODIFIER
Add the resulting total to your:
HIT POINT MAXIMUM
with a:
MINIMUM INCREASE OF 1 HP
EXAMPLE — FIGHTER
New Hit Die:
D10
Constitution Modifier:
+2
You roll:
7
Calculation:
7 +2:
9
Your Hit Point maximum increases by:
9 HP
EXAMPLE — LOW ROLL
Wizard gains a level.
Hit Die:
D6
Constitution Modifier:
−2
Roll:
1
Calculation:
1 −2:
−1
But the SRD sets the increase at:
MINIMUM 1
So maximum HP still increases by:
1 HP
METHOD B — USE THE FIXED VALUE
Instead of rolling, you can use the:
FIXED HIT POINT VALUE
provided for your Class.
FIXED HIT POINTS BY CLASS
| Class | HP Gained per Level |
|---|---|
| Barbarian | 7 + Constitution modifier |
| Fighter, Paladin, Ranger | 6 + Constitution modifier |
| Bard, Cleric, Druid, Monk, Rogue, Warlock | 5 + Constitution modifier |
| Sorcerer, Wizard | 4 + Constitution modifier |
BARBARIAN
Fixed increase:
7 + CON MODIFIER
Example:
Con +3:
10 HP
FIGHTER, PALADIN, RANGER
Fixed increase:
6 + CON MODIFIER
Example:
Con +2:
8 HP
BARD, CLERIC, DRUID, MONK, ROGUE, WARLOCK
Fixed increase:
5 + CON MODIFIER
Example:
Con +2:
7 HP
SORCERER AND WIZARD
Fixed increase:
4 + CON MODIFIER
Example:
Con +2:
6 HP
LEVEL 1 HP AND LATER-LEVEL HP ARE DIFFERENT CALCULATIONS
Do not confuse:
LEVEL 1 HIT POINTS
with:
HIT POINTS GAINED AT LATER LEVELS
For example:
Fighter at level 1
10 + CON MOD
But when gaining later Fighter levels, the fixed option is:
6 + CON MOD
EXAMPLE — FIGHTER FROM LEVEL 1 TO LEVEL 2
Level 1 Constitution Modifier:
+2
Starting HP:
10 +2:
12
At level 2, choose fixed HP:
6 +2:
+8
New maximum:
12 +8:
20 HP
STEP 3 — RECORD NEW CLASS FEATURES
After adjusting Hit Points:
LOOK AT YOUR CLASS FEATURES TABLE
Record every feature gained at your new Class level.
If a feature provides choices:
MAKE THOSE CHOICES
EXAMPLE
Suppose a Class gains a new feature at level 5.
When reaching level 5:
WRITE THAT FEATURE ON THE CHARACTER SHEET
If the feature asks you to choose:
-
an option
-
spell
-
mastery
-
invocation
-
another benefit
make the choice required by the feature.
SOME LEVELS PROVIDE MULTIPLE FEATURES
Do not assume every level grants exactly one new ability.
Always consult:
YOUR CLASS FEATURES TABLE
The complete level progressions will be studied in:
LESSONS 39–50
STEP 4 — ADJUST PROFICIENCY BONUS
Check the Character Advancement table whenever you level up.
If your PB has increased:
UPDATE EVERY NUMBER THAT USES IT
EXAMPLE — REACHING LEVEL 9
Level 8 PB:
+3
Level 9 PB:
+4
Suppose you have:
Dexterity Modifier:
+4
Stealth proficiency.
At level 8:
Stealth:
+7
At level 9:
Stealth:
+8
EXPERTISE EXAMPLE
Suppose the same character has Expertise in Stealth.
Level 8:
PB +3 → doubled:
+6
Dex +4:
STEALTH +10
At level 9:
PB +4 → doubled:
+8
Dex +4:
STEALTH +12
So PB increases become especially significant for Expertise.
STEP 5 — ADJUST ABILITY MODIFIERS
Some Feats can increase:
ABILITY SCORES
When an Ability Score changes enough to change its modifier:
UPDATE EVERY NUMBER THAT USES THAT MODIFIER
EVEN-NUMBER THRESHOLDS
The SRD specifically notes that if a Feat increases an Ability Score, the Ability Modifier changes if the new score is:
AN EVEN NUMBER
within the normal progression described in character creation.
For example:
17 → 18
changes:
+3 → +4
EXAMPLE — DEXTERITY INCREASE
Dexterity:
17
Modifier:
+3
A Feat increases it to:
18
Modifier becomes:
+4
Now update everything using Dexterity.
That might include:
-
Initiative
-
Dexterity Saving Throw
-
Acrobatics
-
Sleight of Hand
-
Stealth
-
ranged weapon attacks
-
Finesse attacks using Dexterity
-
AC calculations using Dexterity
depending on the character.
CONSTITUTION IS SPECIAL
If your:
CONSTITUTION MODIFIER INCREASES
your Hit Point maximum also changes:
RETROACTIVELY
The SRD says that when Constitution Modifier increases by 1:
HIT POINT MAXIMUM INCREASES BY 1 FOR EVERY LEVEL YOU HAVE ATTAINED
SRD EXAMPLE — LEVEL 8
A character reaches:
LEVEL 8
and increases Constitution from:
17 TO 18
Modifier changes to:
+4
The character's Hit Point maximum increases by:
8 HP
in addition to the normal Hit Points gained for reaching level 8.
WHY 8 HP?
Because the character has:
8 LEVELS
and the Constitution Modifier increased by:
+1
Therefore:
+1 HP × 8 LEVELS = +8 HP
ANOTHER EXAMPLE
Level:
12
Constitution Modifier increases:
+2 → +3
Maximum HP increases by:
12
because:
1 × 12 = 12
IF CONSTITUTION MODIFIER CHANGES BY MORE THAN 1
The underlying principle is that Constitution Modifier contributes to HP for:
EVERY LEVEL
So if a rule caused a larger modifier change, the corresponding level-based adjustment would need to reflect the new modifier.
Follow the exact feature producing the change.
PART THREE — COMPLETE LEVEL-UP EXAMPLE
Suppose you are a:
LEVEL 4 FIGHTER
XP:
6,300
PB:
+2
Constitution Modifier:
+2
Current maximum HP:
36
You gain:
500 XP
New total:
6,800 XP
Level 5 requires:
6,500 XP
Therefore:
YOU REACH LEVEL 5
STEP 1 — CHOOSE CLASS
Continue as:
FIGHTER
STEP 2 — HIT DIE AND HP
Gain:
1D10 HIT DIE
Suppose you use the fixed Fighter value:
6 + CON
6 +2:
+8 HP
New maximum:
36 +8:
44 HP
STEP 3 — CLASS FEATURES
Consult Fighter level 5 and record every new feature gained at that level.
STEP 4 — PROFICIENCY BONUS
At level 5:
PB BECOMES +3
Update every statistic containing PB.
STEP 5 — ABILITY MODIFIERS
If no Ability Score changed:
NO ABILITY MODIFIER UPDATE IS NEEDED
The level-up process is complete.
PART FOUR — EXPERIENCE THRESHOLDS ARE NOT EQUALLY SPACED
Notice that the XP required between levels becomes increasingly large.
For example:
Level 1 → 2:
300 XP TOTAL
Level 19 → 20:
the total thresholds move from:
305,000
to:
355,000
a difference of:
50,000 XP
Character advancement therefore represents progressively greater experience over the course of an adventuring career.
PART FIVE — THE FOUR TIERS OF PLAY
The SRD divides the level 1–20 journey conceptually into:
FOUR TIERS OF PLAY
These tiers describe how:
-
character capabilities
-
campaign tone
-
scale of threats
evolve as levels rise.
IMPORTANT — TIERS ARE NOT ADDITIONAL RULES
The SRD explicitly says:
THE TIERS HAVE NO RULES ASSOCIATED WITH THEM
They are a way to understand how the play experience changes as characters gain levels.
So entering Tier 2 doesn't automatically give a character a universal:
“Tier 2 ability.”
The actual mechanics come from:
CLASS LEVELS AND OTHER FEATURES
TIER 1 — LEVELS 1–4
APPRENTICE ADVENTURERS
Even at this stage, characters already possess extraordinary abilities compared with much of the broader population.
During Tier 1:
-
characters learn their starting Class Features
-
they choose a Subclass
-
threats are commonly local
The SRD describes dangers threatening:
FARMSTEADS OR VILLAGES
TIER 1 FEEL
Think:
LOCAL HEROES
Characters are already exceptional, but their adventures often concern comparatively local dangers.
TIER 2 — LEVELS 5–10
Characters are now:
FULL-FLEDGED ADVENTURERS
SPELLCASTERS IN TIER 2
The SRD highlights iconic spells such as:
FIREBALL
LIGHTNING BOLT
RAISE DEAD
WEAPON-FOCUSED CLASSES
The SRD notes that most weapon-focused Classes gain the ability to:
MAKE MULTIPLE ATTACKS IN A ROUND
during this tier.
SCALE OF TIER 2 THREATS
Characters can now confront dangers threatening:
CITIES
and:
KINGDOMS
TIER 2 FEEL
Think:
ESTABLISHED HEROES
Their influence and enemies are no longer merely local.
TIER 3 — LEVELS 11–16
In Tier 3, characters reach a level of power that makes them:
SPECIAL EVEN AMONG ADVENTURERS
SPELLCASTERS AT LEVEL 11+
The SRD notes that many spellcasters begin gaining:
REALITY-ALTERING SPELLS
OTHER CHARACTERS
Other Classes can gain features allowing:
-
more attacks
-
more impressive uses of attacks
-
increasingly exceptional capabilities
SCALE OF TIER 3 THREATS
Adventurers at this level often confront threats to:
ENTIRE REGIONS
TIER 3 FEEL
Think:
GREAT HEROES OF THE REALM
The party has reached a power level unusual even among other adventurers.
TIER 4 — LEVELS 17–20
This is the highest normal level tier.
Characters reach:
THE PINNACLE OF THEIR CLASS FEATURES
and become:
HEROIC ARCHETYPES
SCALE OF TIER 4 ADVENTURES
The stakes can involve:
THE FATE OF THE WORLD
or even:
THE ORDER OF THE MULTIVERSE
TIER 4 FEEL
Think:
LEGENDARY HEROES
The campaign may now revolve around dangers of extraordinary or cosmic scale.
FOUR TIERS SUMMARY
| Tier | Levels | Broad Scale |
|---|---|---|
| Tier 1 | 1–4 | Apprentice adventurers, local threats |
| Tier 2 | 5–10 | Full adventurers, cities and kingdoms |
| Tier 3 | 11–16 | Exceptional adventurers, regional threats |
| Tier 4 | 17–20 | Heroic archetypes, world or multiverse stakes |
LEVEL AND TIER ARE DIFFERENT
Your:
LEVEL
is a precise game statistic.
Your:
TIER
is a broad way of describing the stage of play.
So:
LEVEL 7
is a precise mechanical value.
TIER 2
is a descriptive campaign category.
PART SIX — ADVANCEMENT AFTER LEVEL 20
Normally:
LEVEL 20
is the top of the level progression.
The Character Advancement table ends at:
LEVEL 20 — 355,000 XP
But the SRD provides an optional approach a GM can use for characters who continue adventuring beyond that point:
BONUS FEATS AT LEVEL 20
THE GM CAN USE FEATS AS POST-20 ADVANCEMENT
After characters reach level 20, the GM can allow further advancement through:
BONUS FEATS
HOW IT WORKS
For every:
30,000 XP
earned above:
355,000 XP
the character gains:
ONE FEAT OF THEIR CHOICE
using this optional approach.
FIRST BONUS FEAT
Level 20 begins at:
355,000 XP
Add:
30,000
Threshold:
385,000 XP
Under this GM option:
ONE BONUS FEAT
SECOND BONUS FEAT
Another:
30,000 XP
Total:
415,000 XP
Potential bonus feats:
TWO
LEVEL DOES NOT BECOME 21
This system exists specifically for characters who:
HAVE NO MORE LEVELS TO GAIN
So the SRD isn't creating normal:
LEVEL 21
LEVEL 22
etc.
Instead, the character remains level 20 and can receive additional Feats under this optional GM system.
EPIC BOON FEATS
The SRD says:
EPIC BOON FEATS
are especially appropriate as these post-level-20 bonus Feats.
However, the player can choose:
ANY FEAT
for which their level 20 character qualifies.
The complete Epic Boon Feats in the SRD will be covered in:
LESSON 59
PART SEVEN — WHAT CHANGES WHEN YOU LEVEL?
Use this checklist every time.
1. CHARACTER LEVEL
Increase by:
1
2. CLASS LEVEL
Choose which Class receives the new level.
Usually:
YOUR CURRENT CLASS
or potentially another Class through Multiclassing.
3. HIT DICE
Gain:
ONE HIT DIE
4. HIT POINT MAXIMUM
Increase using:
ROLL + CON MODIFIER
minimum 1
or:
FIXED CLASS VALUE + CON MODIFIER
5. CLASS FEATURES
Record all features gained at the new Class level.
6. PROFICIENCY BONUS
Check whether the new character level crosses:
5
9
13
or:
17
where PB increases.
7. PROFICIENCY-BASED STATISTICS
If PB changes:
RECALCULATE THEM
8. ABILITY SCORES
If a new Feat or feature changes an Ability Score:
CHECK WHETHER THE MODIFIER CHANGES
9. ABILITY-BASED STATISTICS
If the modifier changes:
UPDATE EVERY STATISTIC USING IT
10. CONSTITUTION
If Constitution Modifier changes:
RECALCULATE MAXIMUM HP ACROSS ALL LEVELS
according to the SRD rule.
COMPLETE ADVANCEMENT EXAMPLE — LEVEL 8 TO 9
Character:
ROGUE 8
XP:
47,500
PB:
+3
Dexterity:
18 (+4)
Constitution:
14 (+2)
GAIN XP
Earn:
1,000 XP
New total:
48,500
Level 9 threshold:
48,000
Result:
LEVEL 9
CHOOSE CLASS
Continue as Rogue.
Character:
ROGUE 9
HIT DIE
Gain:
ONE D8
FIXED HP
Rogue fixed increase:
5 + CON MOD
5 +2:
+7 HP
CLASS FEATURES
Record the Rogue Features gained at Rogue level 9.
PB
Level 9 increases PB from:
+3 TO +4
Now update all PB-based statistics.
EXAMPLE — ATTACK
Dex:
+4
Old Attack Bonus:
+4 Dex +3 PB:
+7
New:
+4 Dex +4 PB:
+8
EXAMPLE — EXPERTISE
If Stealth has Expertise:
Old proficiency contribution:
+6
New:
+8
Dexterity +4 means:
Old Stealth:
+10
New Stealth:
+12
COMPLETE CONSTITUTION EXAMPLE
Suppose a level 12 character has:
Constitution:
17
Modifier:
+3
A new Feat raises Constitution to:
18
New Modifier:
+4
Increase:
+1
Character level:
12
Therefore existing maximum HP increases by:
12
in addition to whatever Hit Points were gained normally for the new level.
This is one reason Constitution improvements can become especially significant at higher levels.
COMMON BEGINNER MISTAKES
MISTAKE 1 — RESETTING XP AFTER LEVELING
The table gives:
TOTAL XP THRESHOLDS
You continue accumulating XP toward the next total.
MISTAKE 2 — INCREASING PROFICIENCY BONUS EVERY LEVEL
PB changes only at certain levels:
5
9
13
17
according to the Character Advancement table.
MISTAKE 3 — FORGETTING TO UPDATE ALL PB-BASED NUMBERS
When PB increases:
UPDATE EVERY CHARACTER-SHEET NUMBER THAT INCLUDES IT
MISTAKE 4 — USING LEVEL 1 HP FORMULA AT EVERY LEVEL
Level 1 uses its own starting formula.
Later levels use:
HIT DIE ROLL + CON
or:
FIXED VALUE + CON
MISTAKE 5 — FORGETTING THE MINIMUM 1 HP WHEN ROLLING
When rolling for a level's Hit Point increase:
THE TOTAL ADDED IS AT LEAST 1
MISTAKE 6 — FORGETTING THE NEW HIT DIE
Every gained level adds:
ONE HIT DIE
MISTAKE 7 — FORGETTING NEW CLASS FEATURES
Every time you level:
CHECK THE CLASS FEATURES TABLE
and record everything gained.
MISTAKE 8 — FORGETTING TO MAKE FEATURE CHOICES
If a new Class Feature offers a choice:
MAKE AND RECORD IT
MISTAKE 9 — CHANGING AN ABILITY SCORE BUT NOT ITS DEPENDENT STATISTICS
If the Ability Modifier changes:
RECALCULATE EVERY NUMBER USING IT
MISTAKE 10 — FORGETTING RETROACTIVE CONSTITUTION HP
If Constitution Modifier increases by 1:
+1 MAXIMUM HP FOR EVERY LEVEL ATTAINED
MISTAKE 11 — TREATING TIERS AS ADDITIONAL CHARACTER FEATURES
The SRD explicitly says:
TIERS HAVE NO RULES ASSOCIATED WITH THEM
They describe the evolution of play.
MISTAKE 12 — ASSUMING LEVEL 20 CHARACTERS AUTOMATICALLY RECEIVE BONUS FEATS
The post-level-20 system is something:
THE GM CAN USE
It isn't automatic in every campaign.
MISTAKE 13 — TURNING POST-20 XP INTO LEVEL 21
The SRD's optional advancement after level 20 provides:
BONUS FEATS
rather than further normal levels.
LESSON 35 — KEY TAKEAWAYS
XP REPRESENTS CHARACTER ADVANCEMENT
When your total XP equals or exceeds the threshold for a level:
YOU REACH THAT LEVEL
LEVEL RANGE
1–20
Normal XP progression:
0 → 355,000 XP
PROFICIENCY BONUS
LEVELS 1–4 → +2
LEVELS 5–8 → +3
LEVELS 9–12 → +4
LEVELS 13–16 → +5
LEVELS 17–20 → +6
WHEN YOU GAIN A LEVEL
Follow five steps:
1. CHOOSE A CLASS
2. ADJUST HP AND HIT DICE
3. RECORD NEW CLASS FEATURES
4. ADJUST PROFICIENCY BONUS
5. ADJUST ABILITY MODIFIERS
HIT POINTS AFTER LEVEL 1
Choose:
ROLL HIT DIE + CON MOD
minimum +1 HP
or:
FIXED VALUE + CON MOD
FIXED VALUES
BARBARIAN → 7 + CON
FIGHTER / PALADIN / RANGER → 6 + CON
BARD / CLERIC / DRUID / MONK / ROGUE / WARLOCK → 5 + CON
SORCERER / WIZARD → 4 + CON
CONSTITUTION INCREASE
When Constitution Modifier rises:
MAXIMUM HP INCREASES RETROACTIVELY FOR EVERY LEVEL
FOUR TIERS
TIER 1 — LEVELS 1–4
TIER 2 — LEVELS 5–10
TIER 3 — LEVELS 11–16
TIER 4 — LEVELS 17–20
These tiers describe the changing scale and tone of play but:
HAVE NO RULES OF THEIR OWN
AFTER LEVEL 20
With the GM's optional advancement approach:
EVERY 30,000 XP ABOVE 355,000 XP
can grant:
ONE BONUS FEAT
Epic Boon Feats are especially appropriate, though any Feat the level 20 character qualifies for may be chosen.
NEXT LESSON
LESSON 36 — STARTING AT HIGHER LEVELS
You now know how a level 1 character grows naturally through adventure.
But a campaign doesn't always begin at level 1.
The GM might decide that everyone begins as:
EXPERIENCED ADVENTURERS
In Lesson 36, we will study:
-
beginning a campaign above level 1
-
why the SRD particularly recommends level 3 for experienced groups
-
creating a higher-level character
-
using the normal character-creation process together with Level Advancement
-
starting XP at higher levels
-
the complete Starting Equipment at Higher Levels table
-
additional GP
-
Common Magic Items
-
Uncommon Magic Items
-
Rare Magic Items
-
Very Rare Magic Items
-
what equipment is available for purchase
-
the GM's role in determining higher-level starting resources
-
the SRD's example involving expensive firearms
Then, in Lesson 37, we will move into:
MULTICLASSING
and learn how a single character can combine levels from multiple Classes.
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.